In my original build, my sprites were static, so to make the collision physics as accurate as I could rather than use rectangleOfSize
for SKPhysicsBody
passing in the node
, I used this tool to define a path SpriteKit's SKPhysicsBody with polygon helper tool.
However now I'm animating the sprites so that they move back and forth during gameplay (obviously my physics path remains static given the above) so my physicsbody no longer matches what the player sees on screen.
The helper tool seemed like a bit of hack that Apple would eventually fix in the API, has there been anything recent in SpriteKit that would help me out here so that I can pass in the node
and define a precise physicsbody rather than the hard-coded approach? If not, any other alternatives?